Iridium (early alpha)

Thanks for the feedback. Any extra suggestions / ideas will be greatly appreciated :)

The player ship size is open to change however it is due to have additional weapons attached to it similar to RType, Xenon2 and the globe / option things from Nemesis / Salamander. Once these are available the player will take up more screen space :)

The current enemy ships are small but are also temporary. In the end there will be a lot more and many bigger one :)

Enemy ships and ground targets are my next task. Looking forward to implementing bombs thou as the associated tile / background damage should be cool.
 
New update inculdes:
- New music
- New levels with extended setup params for music, intro text, backgrounds etc
- New NME targeting routines (actually aim ahead of you now and not where you were, much harder but does need accuracy reduction particularly for earlier levels)
- Coin collection from NME ground / assembly targets (the total amount collected is displayed by the yellow text, will be used to buy upgrades as not all will be available to start with)
- Updated NME flight paths. They now use splines to smooth things out.
- Yer I know the turrets need 2 separate shots so as to match the dual guns (working on them and other turrets ATM)

https://youtu.be/edcNnOe87AY
 
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Work projects are delaying me again but I have made most of the level layouts for levels 3 and 4 (6 maps).
Here is a video of my graphics engine test rig where I have been setting up / updating a hexacopter for the current work project :)

https://youtu.be/UEp3x_9_v4Y
 
Thanks for the support 'Harkonnen75' & 'Amiga Forever' (y)

It seems I am spending far more time making and tweaking levels than coding ATM.
 
https://youtu.be/fQn3wntbQkQ

Here is a video of the initial radar replacement system I am trying out. Other than needing a graphics overhaul I think it works quite well as it means you can line up on upcoming targets etc much more easily.
Enemy ships, objects and obstacles (when I've added them) show up around the edges of the screen. The more transparent they are the further away they are. When they enter the screen the edge effect disappears. Critical systems (only reactors ATM) on the other had keep the overlaid effect which makes them much more obvious.
 
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